cirnogodot/Scripts/Components/FSM/Enemy/Shooting.cs
2025-05-26 11:13:22 +02:00

184 lines
No EOL
6.2 KiB
C#

using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Shooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export]
public NavigationMovementModule NavigationModule { get; private set; }
// [Export] public float MaxStrafeDistance { get; private set; } = 64f;
// [Export] public float MinStrafeDistance { get; private set; } = 16f;
[Export] public Weapon EquippedWeapon;
private bool _isPlayerInRange = false;
private Vector2? _currentStrafeTarget = null;
private float _strafeSpeed => StorageModule.EnemyData.StrafeSpeed;
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
EquippedWeapon.WeaponData = StorageModule.Root.EnemyResource.Weapon;
_currentStrafeTarget = null;
_responseTimer = 0;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
StateMachine.SetState(EnemyState.Alert);
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
_currentStrafeTarget = null;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
if (_strafeSpeed > 0)
{
// Check if a strafe position is needed
if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
{
if (_responseTimer < StorageModule.EnemyData.ResponseTime)
{
_responseTimer += delta;
}
else
{
_currentStrafeTarget = CalculateStrafePosition();
_responseTimer = 0;
}
}
}
}
else
{
StateMachine.SetState(EnemyState.Alert);
return;
}
if (_currentStrafeTarget.HasValue)
{
NavigationModule.SetTarget(_currentStrafeTarget.Value);
NavigationModule.Move(_strafeSpeed);
}
}
private Vector2? CalculateStrafePosition()
{
Vector2 playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
Vector2 enemyPos = MainObject.GlobalPosition;
// Calculate direction to player
Vector2 directionToPlayer = (playerPos - enemyPos).Normalized();
// Get perpendicular vectors (left and right strafing directions)
Vector2 leftStrafe = directionToPlayer.Rotated(-Mathf.Pi / 2);
Vector2 rightStrafe = directionToPlayer.Rotated(Mathf.Pi / 2);
// Randomly decide left or right first
bool tryLeftFirst = GD.Randf() < 0.5f;
for (float factor = 1f; factor > 0.25f; factor *= 0.75f)
{
float strafeDistance = Mathf.Lerp(StorageModule.EnemyData.MinStrafeDistance, StorageModule.EnemyData.MaxStrafeDistance, factor);
Vector2 newPos = enemyPos + (tryLeftFirst ? leftStrafe : rightStrafe) * strafeDistance;
if (NavigationModule.IsNavigable(newPos) && PlayerDetection.HasLineOfSight(newPos, playerPos))
{
return newPos;
}
}
for (float factor = 1f; factor > 0.25f; factor *= 0.75f)
{
float strafeDistance = Mathf.Lerp(StorageModule.EnemyData.MinStrafeDistance, StorageModule.EnemyData.MaxStrafeDistance, factor);
Vector2 newPos = enemyPos + (tryLeftFirst ? rightStrafe : leftStrafe) * strafeDistance;
if (NavigationModule.IsNavigable(newPos) && PlayerDetection.HasLineOfSight(newPos, playerPos))
{
return newPos;
}
}
return null; // No valid strafe position found
}
private Vector2 GetShootDirection()
{
if (StorageModule.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
{
var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
EquippedWeapon.WeaponData.BulletData.BulletSpeed);
if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
}
return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
}
private void Shoot()
{
if (EquippedWeapon == null) return;
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = GetShootDirection();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
//StorageModule.FacingDirection = direction;
StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
StorageModule.AimingDirection = StorageModule.FacingDirection;
EquippedWeapon.Shoot();
}
}